Habitat stations added to the game. Requires Voidborne ascension perk. Function like planets once built, but they have their own set of buildings

Ring Worlds added to the game. Requires The Circle of Life ascension perk. Buildable in multiple stages around most stars and function like four size-25 Gaia planets, but consume all other planets in the system

20 ascension perks have been added to the game. An ascension perk slot is unlocked whenever a tradition category is finished. In addition, one ascension perk slot can be unlocked through technology

Ascension perks have 3 major paths that are exclusive. One path focuses on psionics and establishing contact with The Shroud, a second path focuses on biological mastery and genetic modification, and the third path focuses on turning your species into fully synthetic androids

This special ethic prevents you from having any other ethics, but will also mean that none of your Pops will be affected by happiness. Pops with the Hive-Minded trait ethic may only live in Hive Mind empires, and will slowly die out if they find themselves in a non-Hive Mind empire

Added 3 new Purge types: Processing, Neutering and Forced Labor. Processing kills a species at a moderate speed, with each Pop being purged producing a fixed amount of food. Forced Labor kills a species slowly, but allows them to continue producing resources as though they were enslaved. Neutering kills a species very slowly, with only moderate happiness and production penalties

Added 3 new Slavery types: Domestic Servitude, Battle Thralls and Livestock. Domestic Servants get moderate penalties to all production types, but provide happiness for other Pops on the planet. Battle Thralls get small penalties to energy production and moderate research penalties, and can be used for special slave armies. Livestock do not produce any minerals, energy or research, but produce extra food per Pop

Government system has been completely reworked and Civics have been added to the game, allowing for far more customization when creating your empire's government

Traditions and Unity added to the game. Unity is a new resource that is used to unlock Traditions

Food is now stored and distributed empire-wide instead of being local to individual planets. When food reaches the empire storage cap, surplus food contributes to increased Pop growth across the empire

Pops now have a monthly mineral cost called Consumer Goods. How large this cost it depends on what living standards are set for their species in the empire

Reworked ethics attraction. Pops now only have a single ethic, and their attraction to different ethics depends on a wide variety of factors such as their traits, the empire's governing ethics and policies, the local conditions on their planet, and so on

Reworked the faction system. Factions are now political movements with specific issues rather than rebels, and have a happiness level based on how well your empires' policies and actions fulfill those issues. Faction happiness determines their member Pops' base happiness, and factions with high happiness will provide an influence boost to the empire they are a part of

Unrest is a new mechanic that affects planets. Unrest is generated by unhappy Pops and slaves, and can reduce productivity and in extreme cases spark rebellions. Unrest can be lowered by certain buildings or by garrisoning armies

Added the ability to Displace Pops as an alternative method of Purging, this forces them to move out of the empire instead of killing them

Pops that are being purged will now sometimes manage to escape to other empires

Added a policy for whether an empire accepts refugees (Pops that are being Purged or Displaced) from other empires

Added a new policy for which Pops are allowed to live on an empires' core (non-sector) planets

Added a policy that determines whether an empire tolerates pre-sentients living on their planets

Added a music player that lets you select which tracks you want to play, play specific tracks on demand, and toggle shuffle mode on and off

Added trigger support for opinion modifiers, allows creating new opinion modifiers without code support

Removed support for common/triggered_modifiers

Replaced Pop_radiation_happiness modifier with biological_Pop_happiness that only affects biological Pops

All auto generated "resource_x_add" modifier types have been renamed to "tile_resource_x_add" as they were only applied to tiles

The "country_resource_x_mult" modifier type is back!This one should be preferred over tile_resource_x_mult for empire-wide effects. Influence specific sources are not affected by this one (like influence from rivalries etc).

The "planet_resource_x_add" modifier now works for all resource types, not just food

Added faction_influence_mult modifier type

Added subject_influence_gain_mult modifier type

Added subject_integration_influence_cost modifier type

tile_resource_x_add modifier type now adds resources regardless of what building is on the tile

Added tile_building_resource_x_add modifier type that only adds its value if the tile's building already produces some of that resource